FX Class: Whoosh
Interactive example
Overview
The Whoosh effect combines white noise with a low-pass filter. The wet
property controls the loudness of the effect with values between 0 and 1. The frequency
property controls the integrated low-pass filter's frequency.
One whoosh instance allocates around 4 kb memory.
Implementation example
The whoosh is is an FX class, it expects both an input and output buffer. The process()
method should be called on every loop of the audio processing block.
class SuperpoweredWhooshProcessor extends SuperpoweredWebAudio.AudioWorkletProcessor {// Called when the AudioWorklet is ready to start processing audioonReady() {this.whoosh = new this.Superpowered.Whoosh(44100 // The initial sample rate in Hz.);this.whoosh.enabled = true;}// Runs before the node is destroyed.// Clean up memory and objects here (such as free allocated linear memory or destruct Superpowered objects).onDestruct() {this.whoosh.destruct();}// The shape of the message we pass from our main thread is up to youonMessageFromMainScope(message) {// Here is an example of how to apply changes to the Three Band EQ instanceif (typeof message.bpm !== 'undefined') this.whoosh.bits = message.bpm;if (typeof message.beats !== 'undefined') this.whoosh.beats = message.beats;if (typeof message.wet !== 'undefined') this.whoosh.wet = message.wet;}// This is the process loop which is passed pointers to buffers// from the WebAudio API (inputBuffer and outputBuffer), with the buffersize (128 samples when running as a native AudioWorklet)processAudio(inputBuffer, outputBuffer, buffersize) {// Ensure the samplerate is in sync on every audio processing callbackthis.whoosh.samplerate = this.samplerate;// Render the output buffersif (!this.whoosh.process(inputBuffer.pointer, outputBuffer.pointer, buffersize)) {for (let n = 0; n < buffersize * 2 ; n++) outputBuffer.array[n] = inputBuffer.array[n];}}}
#include "SuperpoweredWhoosh.h"void initWhooshEffect() {const unsigned int sampleRate = 44100;whoosh = new Superpowered::Whoosh(sampleRate);whoosh->enabled = true;}void configureWhooshEffect() {whoosh->wet = 0.5;whoosh->frequency = 5000;}void processAudio(float *interleavedInput, float *interleavedOutput, unsigned int numberOfFrames, unsigned int samplerate) {// Ensure the samplerate is in sync on every audio processing callbackwhoosh->samplerate = samplerate;// Render the output buffersbool outputChanged = whoosh->process(interleavedInput, interleavedOutput, numberOfFrames);...}
Properties
frequency
PROPERTYLow-pass filter frequency Hz.
Type | Min | Max | Default | Number | 20 | 20000 | 500 |
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frequency
PROPERTYLow-pass filter frequency Hz.
Type | Min | Max | Default | float | 20 | 20000 | 500 |
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wet
PROPERTYWhite noise signal volume.
Type | Min | Max | Default | Number | 0 | 1 | 0.4 |
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wet
PROPERTYWhite noise signal volume.
Type | Min | Max | Default | float | 0 | 1 | 0.4 |
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enabled
PROPERTYTurns the effect on/off. The actual switch will happen on the next process() call for smooth, audio-artifact free operation.
Type | Min | Max | Default | Boolean | false |
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enabled
PROPERTYTurns the effect on/off. The actual switch will happen on the next process() call for smooth, audio-artifact free operation.
Type | Min | Max | Default | bool | false |
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samplerate
PROPERTYThe sample rate of the audio context, you must update if it changes.
Type | Min | Max | Default | Number |
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samplerate
PROPERTYThe sample rate of the audio context, you must update if it changes.
Type | Min | Max | Default | unsigned int |
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Methods
constructor
METHODCreates a Whoosh instance.ParametersReturnsName Type Description samplerate Number
The initial sample rate in Hz. Type Description Superpowered.Whoosh
The constructed instance. constructor
METHODCreates a Whoosh instance.ParametersReturnsName Type Default Description samplerate unsigned int
The initial sample rate in Hz. Type Description Superpowered::Whoosh
The constructed instance.
destruct
METHODDestructor to free Linear Memory.ParametersNoneReturnsNoneprocess
METHODProcesses/renders the audio. Always call it in the audio processing callback, regardless if the effect is enabled or not for smooth, audio-artifact free operation. It's never blocking for real-time usage.ParametersReturnsName Type Description input Number (pointer in Linear Memory)
32-bit interleaved stereo input. output Number (pointer in Linear Memory)
32-bit interleaved stereo output. numberOfFrames Number
Number of frames to process. Recommendations for best performance: multiply of 4, minimum 64. Type Description Boolean
If process() returns with true, the contents of output are replaced with the audio output. If process() returns with false, it indicates silence. The contents of output are not changed in this case (not overwritten with zeros). process
METHODProcesses/renders the audio. Always call it in the audio processing callback, regardless if the effect is enabled or not for smooth, audio-artifact free operation. It's never blocking for real-time usage. You can change all effect properties on any thread, concurrently with process().ParametersReturnsName Type Default Description input float *
32-bit interleaved stereo input. output float *
32-bit interleaved stereo output. numberOfFrames unsigned int
Number of frames to process. Recommendations for best performance: multiply of 4, minimum 64. Type Description bool
If process() returns with true, the contents of output are replaced with the audio output. If process() returns with false, it indicates silence. The contents of output are not changed in this case (not overwritten with zeros).